Warehouse Lookout
A balcony overlooking the warehouse. It is a dead end, not a shortcut.

Warehouse
An important room of the factory connecting the upper and lower parts. Contains 4 cogs (4, 5, 5, 6) which must be defeated to proceed. Stepping on buttons will activate the stompers to crush the goons (10 damage) wandering in the room. One of the buttons also unlocks a door to the silos. The warehouse connects to the West Catwalk, East Catwalk, West Silo Catwalk and East Silo Catwalk.

West Silo Catwalk
A short catwalk connecting the warehouse to the West Silo via an elevator (called the West Elevator Shaft).

East Silo Catwalk
A short catwalk connecting the warehouse to the East Silo via an elevator (called the East Elevator Shaft).

West Silo
The roof of a silo containing 3 cogs (6, 6, 7). It connects to West Silo Catwalk via the elevator, West Silo Control Room, and Center Silo.

West Silo Control Room
Contains a button which will unlock 1/2 of the center silo door. Cogs on the West Silo must be defeated to enter this room.

East Silo
Contains 3 cogs (6, 6, 7). It connects to East Silo Catwalk via the elevator, East Silo Control Room, and Center Silo.

East Silo Control Room
Contains a button which will unlock 1/2 of the center silo door. Cogs on the East Silo must be defeated to enter this room.

Center Silo
Connects West Silo, East Silo and Center Silo Control Room

Center Silo Control Room
Contains 4 cogs (6, 6, 6, 9) which includes the Factory foreman. When the cogs in this room are defeated the factory instance will end and all toons will automatically teleport away. The door to the control room is locked and cannot be opened unless both of the side silo buttons are pressed in their respective control rooms. All cogs on the silos must be defeated.

Side Entrance
The westernmost door in the factory. Connects to the Duct Room.

Duct Room
Between the side entrance and Stomper Alley. Contains 3 cogs. A button unlocks the door to Stomper Alley.

Stomper Alley
Connects the Duct Room, Pipe Room, and Lava Room Foyer. To reach the lava room foyer a toon must navigate through several stompers. The stomper alley also contains a Toon-Upgag restock barrel and a button to unlock the Duct Room if it has not been opened from the other side.

Pipe Room
A long room connecting the West Catwalk and Stomper Alley. It is divided into two sections each containing 3 cogs (4, 4, 5).

Oil Room Hallway
Connects Lava Room Foyer with the Oil Room and West Catwalk. The door to the West Catwalk can only be unlocked from a button in the Oil Room.

Oil Room
Contains 3 cogs (5, 5, 6) and a button to unlock the door to the West Catwalk.

East Catwalk
A hanging walkway connecting various rooms of the factory. Guarded by goons (7 damage). Connects to the Warehouse, Gear Room, and Paint Mixer.

West Catwalk
A hanging walkway connecting various rooms of the factory. Guarded by goons (7 damage). Connects to the Warehouse, Boiler Room, Pipe Room, and Oil Room. The door to the Oil Room is locked from the opposite side.

Final Battle

The Foreman

After successfully defeating many groups of cogs and getting past the obstacles, toons must face the Factory Foreman in the Center Silo Control Room. It is a level 9 skelecog, the highest level cog in the factory, who is accompanied by three level 6 cogs. When the Foreman and the accompanied cogs are defeated, the toons will get their reward for completing the factory: gag experience, and Sellbot suit part (if the suit is not complete) or merits (if the suit is complete)

Note that any Toon who misses the battle against the Foreman will not gain any credit for gags, Toontasks, and Sellbot suit parts or Merits, no matter how many cogs were defeated in the Factory. The entire party will be notified when a Toon confronts the Foreman.

Routes

Players often take certain routes to obtain a certain number of merits. The choice of route is determined by the number of merits a player needs. Listed are rooms where cog battles occur. Below are the more common routes used.

Short Route

Lobby - Gear Room - Warehouse - West Silo - East Silo - Center Silo

The Short Route yields up to 240 merits (or 480 during an invasion). 20 cogs are battled in this route. This is the most common short route.

Lobby - Boiler Room - Warehouse - West Silo - East Silo - Center Silo

This Short Route gives 236 merits (or 472 with an invasion). While 20 cogs are still battled in this route, because the Boiler Room has lower leveled cogs compared to the Gear Room, it yields a little less merits than going through the Gear Room.

The Long Route yields up to 388 merits (or 776 during an invasion). All 35 cogs must be faced in order to obtain the total amount of merits. This is a very common route when players' required merits reach 800 (Glad Hander Level 8) or beyond, and more so as their cog suit becomes further promoted.

Laff Point Limits

The laff point restrictions for the Sellbot factory.

The front entrance has no laff limit, but the side entrance only allows toons with at least 31 laff points remaining to enter.

Trivia

Sellbots in the factory are at lower levels compared to cogs in other Cog HQ facilities. There are no level 10, 11, or 12 cogs here.

There is a 2x experience multiplier for the entire Sellbot factory.

None of the rooms in the factory show actual cog production.

The Sellbot Factory was originally going to be the Sellbot Leg Factory. This was a part of Disney's original plans for Cog headquarters, where there would be a factory for every cog suit part. Toons would get a Sellbot leg part here.

In the game files, it is still called the Sellbot Leg Factory.

When Sellbot HQ was released, the factory featured goons which if ran into could take away up to 20 laff points. [Citation Needed»]

Back in 2004, cogs in the factory could have levels between 4 and 11; however, when Cashbot Headquarters was released, an update drastically lowered the difficulty of the factory by lowering the levels of the cogs and reducing goon damage.

Unlike other Cog HQ facilities, the Sellbot Factory remains consistent in terms of rooms, restock barrels, and hazards. The only differences in each run are the types of cogs faced in each room.

There are only three rooms with skelecogs: the Gear Room, the Pipe Room, and the Center Silo.